Only one view, like the title. We poke around a little and find a locker on the left that is locked and a cupboard on the right which is also locked. Above the cupboard we discover a box that needs a number code. There’s a picture of a fire on the box. Above that is a shelf with a weird poky thing. Okay, it’s a candleholder.
In the middle there’s a fan running, we can zoom in on it but that’s all and it doesn’t look interesting: no obvious hidden objects in it. On the shelf is a picture of a plant with suspicious looking roots, a book with the word DONKEY in yellow and a bunch of dots in black and white (someone playing Othello?), another box that needs a number code, this time with a drop of water on it, and a large rectangular panel next to a small square depression.

We try to open the drawer, and the handle comes off! Lucky for us, it happens to be exactly the size and shape of that depression on the desk. Also, we can still open the drawer even without the handle. We find a piece of paper with a water drop like the box, and another box. This one has a grid of dots like the DONKEY book. Not sure how the donkey comes into it, but we dutifully copy the picture code by clicking where we want the white dots to go, then the black rectangle at the bottom, and the box opens. We get a candle! Excellent, we are well on our way to fine and water to open those boxes. The word THEORY is also written inside the box in green. We put the drawer handle into the depression, but nothing happens! We try taking it back, and it pushes down and opens the panel. It was a button, and now we have a key with what appears to be a broken flashlight on it that won’t do anything.

On a whim, we try the key in the cupboard on the right, and succeed in opening it. Bottled water! Excellent for us, though not so great for the environment. Also a safe with curls that look familiar. Since this is a one-scene game, we know it has to be the plant picture, since there’s nothing else. We enter the code (RLRRLRLRL) and get a lighter. Time to buckle down and solve those clues.

Fire clue: We put the candle in the candleholder, even though it looks like it’s plastic or possibly really dynamite, use the lighter on it, and get a reflected code: 683. We enter this in the fire box, and get a screwdriver. But wait, we didn’t see anything to unscrew yet. Well, a screwdriver never hurts, anyway. Now the water code. We use the non-eco-friendly bottled water on the paper with the water drop and get a grid of letters. We notice that the ones on the left are yellow and the rest are green. Now we use DONKEY and THEORY to work out the number code: we start with the D on the left, then find the T in the green letters on that row, and see that it’s under number 2. Full code below. We enter the code into the box and get another key with another broken flashlight. This one’s black, so it must be for the locker.

We unlock the locker to find another fan spot with no blade, and a switch. We use the switch to turn off the fan (if you put the mouse over the black bar, arrows appear), then we go zoom in on the fan above the shelf. Now if we click on it it tells us there’s a screw there. (See? Screwdrivers ALWAYS come in handy). We take the fan blade back to the locker and install it in the other fan slot. Then we turn the fan on and it blows a hole in the back of the locker (how odd) and we are out! We don’t even have to click on the hole, the fan blows us outside as well!